/// @ref core
/// @file glm/mat3x2.hpp

#include "detail/setup.hpp"

#pragma once

#include "detail/type_mat3x2.hpp"

namespace glm
{
	/// 3 columns of 2 components matrix of low precision floating-point numbers.
	/// There is no guarantee on the actual precision.
	///
	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
	typedef mat<3, 2, float, lowp>		lowp_mat3x2;
	
	/// 3 columns of 2 components matrix of medium precision floating-point numbers.
	/// There is no guarantee on the actual precision.
	///
	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
	typedef mat<3, 2, float, mediump>		mediump_mat3x2;
	
	/// 3 columns of 2 components matrix of high precision floating-point numbers.
	/// There is no guarantee on the actual precision.
	///
	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
	typedef mat<3, 2, float, highp>		highp_mat3x2;

}//namespace
